package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelWitch extends ModelVillager {
	public boolean field_82900_g;
	private ModelRenderer field_82901_h = (new ModelRenderer(this)).setTextureSize(64, 128);
	private ModelRenderer witchHat;

	public ModelWitch(float p_i46361_1_) {
		super(p_i46361_1_, 0.0F, 64, 128);
		this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F);
		this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F);
		this.villagerNose.addChild(this.field_82901_h);
		this.witchHat = (new ModelRenderer(this)).setTextureSize(64, 128);
		this.witchHat.setRotationPoint(-5.0F, -10.03125F, -5.0F);
		this.witchHat.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10);
		this.villagerHead.addChild(this.witchHat);
		ModelRenderer modelrenderer = (new ModelRenderer(this)).setTextureSize(64, 128);
		modelrenderer.setRotationPoint(1.75F, -4.0F, 2.0F);
		modelrenderer.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7);
		modelrenderer.rotateAngleX = -0.05235988F;
		modelrenderer.rotateAngleZ = 0.02617994F;
		this.witchHat.addChild(modelrenderer);
		ModelRenderer modelrenderer1 = (new ModelRenderer(this)).setTextureSize(64, 128);
		modelrenderer1.setRotationPoint(1.75F, -4.0F, 2.0F);
		modelrenderer1.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4);
		modelrenderer1.rotateAngleX = -0.10471976F;
		modelrenderer1.rotateAngleZ = 0.05235988F;
		modelrenderer.addChild(modelrenderer1);
		ModelRenderer modelrenderer2 = (new ModelRenderer(this)).setTextureSize(64, 128);
		modelrenderer2.setRotationPoint(1.75F, -2.0F, 2.0F);
		modelrenderer2.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F);
		modelrenderer2.rotateAngleX = -0.20943952F;
		modelrenderer2.rotateAngleZ = 0.10471976F;
		modelrenderer1.addChild(modelrenderer2);
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
		this.villagerNose.offsetX = this.villagerNose.offsetY = this.villagerNose.offsetZ = 0.0F;
		float f = 0.01F * (float) (entityIn.getEntityId() % 10);
		this.villagerNose.rotateAngleX = MathHelper.sin((float) entityIn.ticksExisted * f) * 4.5F * (float) Math.PI
				/ 180.0F;
		this.villagerNose.rotateAngleY = 0.0F;
		this.villagerNose.rotateAngleZ = MathHelper.cos((float) entityIn.ticksExisted * f) * 2.5F * (float) Math.PI
				/ 180.0F;

		if (this.field_82900_g) {
			this.villagerNose.rotateAngleX = -0.9F;
			this.villagerNose.offsetZ = -0.09375F;
			this.villagerNose.offsetY = 0.1875F;
		}
	}
}
